Bob's Custom Mini Maps

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Massassi Temple (8x10)

Originally designed for
a quick 50 point skirmish.

Starting Positions:
Squads begin in the areas of the raised platforms and steps on either end of
the board.

Special Squares: The orange-red lines near the
raised platforms are meant to be impassable and blocking line of sight from
the red side. They are considered pits (you may shoot from the platforms
and it requires flight to pass) from the top of the platform, the orange
side.

Starting Positions:
One squad begins in the Imperial Outpost, one begins in Talon Kardde’s Base.

Special Squares: The ysalamiri block all force
powers for all adjacent squares, including its own. A vornskr attacks any
character who moves into its own or any adjacent square (following rules for
attacks of opportunity). Furthermore, it attacks any character who
activates in its own or an adjacent square but does not move that turn.
These attacks occur at the end of the character’s turn. Damage counters are
placed over any wounded beast on the game board.

Unique items for scenario play:

HP

DEF

ATT

DAM

Special Abilities

Vornskr

40

16

+0

10

Stationary -
This character does not move.Wild Beast - This character performs an attack of
opportunity; save 11.Force Hunter - This character does +10 damage
against characters with a force rating.Defeat - When this character is defeated, all
colored lines around it are ignored.

Ysalamiri

30

11

+0

0

Stationary -
This character does not move.Force Bubble - This character negates all force
abilities for any adjacent characters.Defeat - When this character is defeated, all
colored lines around it are ignored.

Starting Positions:
One squad begins in the purple-shaded squares, one begins in the green
squares. A Republic squad always begins in the purple-shaded squares. A
Separatist squad always begins in the green-shaded squares. Otherwise, roll
for sides. If you are not playing with the force field rules, each
squad starts in the last two rows of each map end.

Special Squares: The purple-shaded areas are
protected by the Fambaa shield generator as long as the Fambaa is not
defeated. The AATs are acceptable starting positions. Characters may leave
the one outlined in orange only by flight or when the tank is defeated.
When a tank is defeated, there is no damage to any character occupying those
squares, but the colored lines are immediately ignored. An AAT attacks any
enemy who moves into its own or any adjacent square (following rules for
attacks of opportunity). Furthermore, it attacks any character who
activates in its own or an adjacent square but does not move that turn.
These attacks occur at the end of the character’s turn. Damage counters are
placed over any wounded stationary characters on the game board.

Unique items for scenario play:

HP

DEF

ATT

DAM

Special Abilities

Fambaa

50

11

+0

0

Stationary -
This character does not move.Shield Generator - This character provides +4
defense for all allies and itself within the purple-shaded area.Defeat - When this character is defeated, all
colored lines around it are ignored.

AAT

40

15

+0

10

Stationary -
This character does not move.Laser Guns - This character performs an attack of
opportunity; save 11.Defeat - When this character is defeated, all
colored lines around it are ignored.

Starting Positions:
One squad begins in the Jawa Sandcrawler, one begins in the Cantina.

Special Squares:The Ronto does provide cover, but requires
flight to access the squares it occupies. The half space near the
sandcrawler can be accessed from either direction, but a character cannot
move through the wall.